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Another ton of large fights tonight and EVERYONE got poorly made socks fps.

@jtoddcoleman Yes, lets get some performance upgrades before your try and launch this boat. I suggest pushing back your sanctioned campaign until this is done. Not worth it until this is taken care of. Nobody wants to fight in a slide show.

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@jtoddcoleman Yes, lets get some performance upgrades before your try and launch this boat. I suggest pushing back your sanctioned campaign until this is done. Not worth it until this is taken care of. Nobody wants to fight in a slide show.

There are some clear winners and losers in that batch. Pitfighter is absurdly overpowered. It has amazing self sustain, high health, high mitigation, good mobility, and good damage. No weaknesses. Self-sustain is the most powerful ability in the game, and the champion has it in spades. The druid leveling process is terrible if you actually try to play through the levels.

Of the knights, the swordsman remains the one that feels best to me, although the nerf to the bonus dmg on the swordsmanship passive's buff (mighty surge) combined with the nerf that resulted in only one knight power having a chance to activate it left it far behind the dps specs of other melee dps promotion classes. Swordsman (and knight in general) gets low attack power totals compared to other classes. Sentinel is in a weird place because retaliate is almost always available now, so CC has little effect. The extra PCM lets the sentinel use heavy weapons to try to make up damage on powers, with meh results. Secutor feels bad to me, although I know a couple of other knights who enjoy it. The dmg on Secutor is based around bash crits, and it appears that the bash crit hit dmg is significantly higher than the tooltip math suggests it should be. If that is a bug and it gets fixed, secutor will suck hard, since its mitigation doesn't help at all in terms of survivability compared to the self-sustain classes. That's an overall problem with knights in general. Mitigation scales well with gear, so knight survivability is poor in early game, and improves with end game gear. But the self sustain classes (champion in particular) start out strong, and also have their mitigation scale with gear, so they're still far ahead of mitigation-only classes at end game.

Clerics.. cleric base dmg shouldn't be fire. With confessors, templars and clerics all doing fire dmg, firewalker becomes a mainstream discipline, and counter-disciplines should be for specialist builds. If you don't want clerics doing crushing, give them cold dmg or electrical dmg so that the elemental dmg types are spread out. Cleric healing in large fights becomes problematic because it's really hard to land a targeted heal on your intended target. Crowfall targeting feels too imprecise for that, and you often end up wasting a heal on someone adjacent to your target, or passing through your line of sight. Radical DPS feels like it'll be better in mass combat, where the ultimate and the LMB (eventually) hitting two targets with the MoH passive (assuming that gets moved to something now that weapon mastery disciplines are going away) can help.

Ranger - I really wanted to like the Archer gimmick. But in an actual pvp fight, you simply don't get to stand still long enough to take advantage of the signature power. Even in a siege. Also, the screen shake on rapid fire gives me motion sickness. That needs to be toned down dramatically, or we need a setting that lets us turn that poorly made socks off.

The rest of the promotion classes I tested felt pretty decent. confessor sanctifier, templar paladin, and duelist dirge are all quite good at what they do, but have areas of weakness to compensate.

CC-based classes don't feel right at the moment. I don't think we should lose control of our characters, so in a game with as much CC as we have now, the extra retaliates feel necessary. But on the other hand, they reduce CC to momentary inconveniences, rendering cc classes ineffective. The coming combination of DR pools will only exacerbate this.

We've seen some good performance increases in 5.8 - small group combat feels pretty good, although the artificial segregation of the campaign map into siege zones and adventure zones feels like a crappy gimmick necessitated by a poor server architecture. And it doesn't help large group combat. Sieges still often degenerate into slideshows. It feels like you're going to have to further instance sieges and limit the number of attackers and defenders, and that will be a death knell for your game of thrones concept. I would absolutely love to be proven wrong on this.

One last balance point: I feel every class should have access to some self-sustain. Right now you have some classes with none and some with oodles, and the disparity is jarring.

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Anomaly: Season Timer [repeatable]
Season timer seems to be off by one season. Example: Yesterday, I noticed it was showing Winter during Fall, and today, it showed Winter was complete then though still had part of the day left for the first 4-day campaign.

Anomaly: General Chat tab missing [not repeatable]
Had an anomaly where the General chat tab wasn't there one day. Later when I moved to a new zone in the campaign, ended up with two 'Zone' tabs instead. Unable to reproduce.

Anomaly: Split Stack off edge of screen [repeatable]
To split a stack, we SHIFT+RightClick. If the stack we're trying to split is in the right-most columns in our inventory, then when the Split window appears, the right-part of the dialog is hidden off screen (for example, I was unable to see the new stack # count). I could find no way to move the dialog or inventory windows directly, but by cancelling the split attempt and moving the stack in my inventory further to the left, I'm able to get around this easily.

Anomaly: Game 'skipped' while running in Survival Mode
I found when running around zones that every 15-30 seconds (vague... I realize... haven't timed it) when in Survival Mode, everything would freeze for a fraction of a second (I'd guess... maybe 1/5th a second at most?). Before, during and after, FPS shows around 60-100+, and both latencies are showing <100ms, so neither indicate there's an issue. Also, when running around a fort or keep, not noticing the issue, and haven't noticed it in any form of combat (pve or pvp). I do a lot of rotating the camera around when I'm out in the middle of nowhere so it may be related to that? Who knows. The worst that tends to happen after these "skips" are that I'm facing some odd direction and have to re-orient real quick based on landmarks or the compass. Not a big deal. Haven't done any large pvp battles yet.

Anomaly: PvE melee mobs act weird in combat [repeatable]
So started by exploring a confessor and noticed that when doing ranged attacks on melee animals, the animals liked to perform melee attacks from where they were instead of closing the distance to attack me directly. And by 'melee attacks from where they are', I mean they would melee attack and since I'm not standing in front of them, they just look silly. They would still run at me, but it was like my basic ranged attack could interrupt their advance and force them to perform a melee from where they were. I remember this happening in particular with Wolves, Elks, and Hellcats, and probably some other 4-legged things that I don't remember.

Suggestion: Custom waypoints
There are some built-in waypoints in the game that you can see from a distance away, such as the gates between the worlds and to our corpse when we're in crow-form. The use-case that came to mind was that I was trying to reach a specific fort across the map and even though I knew I needed to go 'West', I had to check the map to orient myself a few times even though I was following the compass correctly. The compass was showing local outposts, but I couldn't find a way to show the fort/keep in question until I was within its range. Would have been nice to be able to see one of those giant shining beacons at my target.

Suggestion: "Newbie" tips
When I started playing, noticed the pop-up tips, but sometimes I was focused on a current action in game and didn't want to shift my focus immediately. I'd recommend turning off the auto-dismiss by default, and allowing players a way to turn auto-dismiss back on. Or setup an archive in the long run so players can review them at their own convenience. Don't feel like I missed anything important in the couple I didn't read, but who knows.

Anomaly: Skinning Weak Spot
Not sure if this is design or bug or just me, but sometimes when a weak spot appears during skinning, it is impossible for me to focus on it without losing focus on the corpse first which prevent me from being able to hit the weak spot then.

Suggestion: Risk/Experimentation Graph
Would be nice to see the risk graph on experimentation so could make some educated decision on which of the experimentation levels to use. Seeing the numbers are okay, but seeing a visual graph of failure vs success could help us better determine what degree of experimentation to choose. Got the idea from Blair's crafting video on 11/20 where he showed us some of the math behind the experimentation with his Excel worksheet.

Durability is lost at a constant rate when you are in a Combat Stance.
It is also spread out randomly across all your equipped Armor and Weapons so having more pieces on makes them all last longer.

3 hours ago, PaleOne said:

Regarding weapon weight.

my 5 weight regular daggers hit harder than my40 weight heavy daggers even though the listed damage is higher on the heavy daggers.

there doesn’t seem to be any different in attack speed.

tested with an assassin .

Weapon Weights will actually modify your Basic Attack Damage to try and emulate attacking faster or slower. A Champion using an Advanced 2h Axe (weight 10) might have a +13% to Basic Attack Damage (BAD) but using a Heavy Axe (weight 80) will net a -22% BAD
Because of this using Militant Mage Warp metal debuff on a Slash attacker used to actually net a value of -100% and below for BAD where LMBs would actually start Healing their target (haven't tested recently)
The weapon weight does not affect damage for special abilities, but for Pip classes it will affect CDs as well.

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The Villa in the EK is not showing crafting table sockets to place a crafting table. I've used the villa in previous builds for crafting. The cottages, and the lodge have the sockets, and the shire parcel has 5 XS slots remaining and I'm able to put the crafting station in the lodge and the cottage. Looking at the store page, the villa description highlights capability of crafting stations, so I believe it's a bug.

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Radical DPS feels like it'll be better in mass combat, where the ultimate and the LMB (eventually) hitting two targets with the MoH passive (assuming that gets moved to something now that weapon mastery disciplines are going away) can help.

...

One last balance point: I feel every class should have access to some self-sustain. Right now you have some classes with none and some with oodles, and the disparity is jarring.

To tie these two excellent points together: I really love the Radical mechanic. However, the class is beyond frail. With practically no support power and only Tend Wounds available, it has worse healing than many melee classes out there. I'd like to see either all clerics be granted a decent base of support power (the Radical would still be a weak healer) or a small lifesteal put on LMB or Searing Light -- the former would be more reliable/constant, the latter more exciting.

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- Leveling up should give full stats
- The crow when you're dead should go faster or be able to fly
- The lack of quests at the start is going to dishearten any non mmorpg veteran. Sure we have the starter island but it doesnt really tell you what to do or guide you.
- I shouldn't have to buy all 15 talents in order to progress the tree, i should be able to pick and choose. For instance on confessor i dont want the thing that increases my armor 0/5.
-

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Strongly agree with Unfolded, the game needs a ton of work in the performance optimization department. Large fights have been turning into slide shows, players crashing, and lockups. The group member shader appears to negatively impact performance. Not sure why this was added to begin with as most players can tell who is in their group without the lag inducing group shading. Hunger shards are still having an impact on performance and treb fields, +2 or more trebs, appear to cause massive fps drops. Crowfall needs a ton of love in the performance optimization department before live sanctioned campaigns. Marketing push without a reasonably strong push on performance optimization would be a bad move imo.

Completely agree with this, running around solo fighting mobs or farming resources I'm usually around 85-95 FPS but in any fight 5+ my fps normally drops to about 10-15fps which obviously isn't good. I love Crowfall but I agree, optimization is desperately needed in order to even consider sanctioned campaigns. Also playing the Archer Ranger, I love it however I'm finding myself barely able to stand still considering I get targeted which hurts the archer because standing still has its benefits, but would also mean complete death. I would love to see maybe a buff that increases power and/or crit for a few seconds rather than a stand still buff at this point.

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Pit Fighters are a tad strong right now. A tad strong as in major flavor of the month and you can't kill them. lol

@thomasblair This ^
People do nothing and win, they can tank full groups with no problems.
It's exactly the same problem like 5.7 champ. Too much damage, too many invulnerabilities, too much instant heal. Tone something down, this is ridiculous.

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I hit the big rock but nothing happens pog. So rare resources need a balance patch and have a small % chance to drop from small rocks too which only need 1 harvester. A keep or fort is much more important to defend in a campaign without having too many guys gather resources, because of tedious/questionable harvesting decisions by Artcraft.

Also I believe that harvesting a node; tree, rock, or stone should gain some vessel experience - just not item sacrifice value. Because anyone who is intelligent enough wait hidden in the shadows until the harvester is low on stamina and just gank him/her loot him and recall back with all the item and resource experience. The harvester have all to lose in this situation including a durability hit on their tools upon death. Why do I need to tell developers this which is so obvious flaws in the game design.

Edited December 31, 2018 by mythx

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Ok losing my poorly made socks is getting really custard old, what the custard I have stuff stored in my SB and put it into a camp then it ends and I can pull out my stuff. I cant even create a second toon and move from EK to EK, I keep on loosing my poorly made socks, this is pissing me off ACE, fix this poorly made socks or post it!!!!!!!!!!!!!!!!!!!!!!!!!

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What does SB have to do with loosing my stuff to switching servers or even moving from EK to EK? I lost a full set of leather armor and a swift mount, plus other mats, I have been in support of ACE but this is really pissing me off since I am the only one in my guild playing and it sets be back so much!